Version 1.09E

Fixed a bug where loot could go nuts (pioneers giving millions of Gildar)

Grand kids should no longer defect to dead factions

Map list now has tooltips & lists the map size

When you load a map from the world setup screen, it now updates the world size spinner

Fix: Minor Water Elemental summon (from Lord of Sea spell) and Storm Giant now have their “Drowning Strike” abilities

Heal spell working properly (Unit “CurHealth” modifiers now work with Min/Max value calculations)

City List now features tooltip explaining red popupation

Bug Fixed: ‘Resource Changed’ event not firing when the resource was already in the player’s pool (broke chapter 5 of the campaign)

Trigger for ‘Resource Ammount Met’ no longer requires the player to have been BELOW the required amount the turn before

Consolidated most of the SP/MP xml files, eliminating discrepencies between MP and SP files

fixed leaked ref with starting spellbook spells.

on new unit design screen, when hovering over or selecting an item that has no "attributes" or "costs", those labels in the selection context area will not be shown. An example is when you hover or select a hairstyle from the [OTHER] tab, equipping hair has no benefits or costs, but the labels were still showing up, which looked dumb.

Fixed bug where mounted units did not generate their portraits properly

Fixed bug where after renaming a city, the old name would still be displayed on the cloth map

AI being limited by the UnitType “AllowGrouping” tag (won’t groups catapults to assult the player)

City List: RED population when there’s not enough housing

City List: doubleclicking an entry acts the same as seleting it and pressing “Details”

City Building Mode

turn off camera bounds clipping (fixed bug where the camera would jerk around,causing improvements to be oddly placed)

selecting a friendly city in city-build mode selects it for city building

doubleclicking a city-details improvement entry will auto-place it

~~ Multiplayer ~~~

Multiplayer enabled in public build

Removed checks for duplicate factions in the choose sovereign screen so that cycling through all the AI players doesn’t leave you with no choices

You can now right click on the team, faction, and sovereign buttons in the game lobby to cycle backwards. (for non-AI players, right clicking does the same thing as left clicking for faction and sovereign)

Fixed bug where map size was always tiny in the available games list

Fixed bug where minor factions were picking player colors

Fixed bug where if there were duplicate factions, they would get all the AI designed units from the other faction

Fixed bug where you wouldn’t have a faction if you finished or quit out of a game (now keeps the one that was previously set)

If you change the world size, the map name is now cleared so that a new random map will be picked.

Fixed stuck turn bug caused by caravans with invalid destinations

I believe that I have fixed the bug where if you clicked fast enough you could build multiple instances of a limited improvement, or build two improvements on one resource

Tweaked SetToolTip to calculate the necessary size of the window more accurately, to fix bug where tooltips were sometimes being truncated

Fixed bug where clicking a new destination while the unit was moving would cause the unit to get a free move

You can no longer set a units destination while it is moving

Fixed Refined Housing and Refined Economics techs (and their fallen equivalents) so that they correctly provide the bonus they say they do

When a unit inside a city or an army is selected and asked to cast a spell, that is the unit that is used for spellcasting now, instead of having it just fail (in a city) or try to cast the spell from the leader of the army

Fixed bug where summoning a unit while in a city would cause that unit to be summoned in an army with you within that city (causing weird behavior), now just stations the unit in the city with you

Fixed bug where raise land spell would not work on all land category terrain types, like swamp or rugged terrain. Now, if a land tile is not hills, it raises that land to hills, instead of checking for only some terrain types

Fixed a bug where, in the faction editor, you could select ability bonus options for free by selecting and deselecting them, and then spinning the race spinner, caused by deselection not updating the faction config correctly

Fixed units that finished training on the same turn as an autosave not being there when the autosave was loaded

Fixed players not being able to select their city level up bonuses or tech breakthroughs on loading an autosave if they were earned that turn, by having the local player mark themselves as needing to get user input for these things instead of unhiding the windows to allow the choice right away during CWorld::EndTurn, and not letting the user choose until after the next turn starts and the autosave has been made. If one of thses autosaves is loaded, the local player will be allowed to choose their tech breakthroughs and city bonuses once the map is unhidden. This keeps us from having to delay an autosave and the start of the next turn by waiting for the user to choose their bonuses, instead making that choice part of the start turn logic after the autosave has been made and saving the mark saying the player will get to choose at the start of the next turn.

Fixed treaty turn counts not matching if an autosave was loaded

Based on confusion in the forums, removed ability to automatically unlock a spell in the learning queue if it makes it to the front of the queue when the player has enough research to buy it, so that users rearranging their spell learning queue don't have their spell points silently taken away while shuffling spells around, if they didn't intend to learn that spell next

Now it always takes at least one turn to learn any spell

Fixed bug where tile highlights in tactical battle would disappear after an ALT+TAB

Fixed bug where trees would not look correct in all cases after loading a gamesave.

Fixed an issue that was allowing counter attacks against units with abilities of type DoesNotProvokeCounterattacks.

Fixed an issue that was causing modifiers applied in tactical battles to persist after the battle.

This fixes the bug that causes XP and Gildar rewards after battles to be negatively skewed if the enemy unit combat rating was lowered due to debuffs.

Fixed an issue with skipping turns in tactical battles that would cause a stuck turn if done when the unit being skipped was in motion. - Pressing spacebar now sets a tactical units moves to zero AND cancels their destination.

For those who want to play v1.08 in multiplayer mode, you will need to set Impulse to show Pre-release versions:

We designated multiplayer as “beta” because we disabled playing against AI until next week. I had written a lot of AI code this week that is in the single player version but had not been adequately tested for MP. We didn’t want to give players the impression that was considered the feature set in multiplayer as being all that’s coming.

Next week we anticipate releasing v1.09 which will continue to address issues that were not found in the initial release, improve computer AI further and provide it and other new MP features. After that, we will begin focusing on v1.1 which will be the first post-release update that is designed specifically to extending game play.

Anyone who has performance or technical (stability) problems with this build please make sure you you let us know. At this stage, the technical issues that were present at launch should be fully addressed. If this isn’t the case for you, let us know as much as you can about your system as we will personalize our efforts as much as possible.

We are anxious to move forward to begin our traditional policy of extending the game to suit the desires of the gaming community.

Other notes:

1.We have implemented an option for quick moves in tactical battles but it was not checked-in in time for this build.
2.We intend to provide an option for the amount of gildar that will be present in the world (both in terms of loot and the amount of gold that gold deposits provide). We dramatically reduced the amount of loot that monsters provide because it was not intended for players to run their economy "harvesting" wolves and other creatures but rather supplement. We recognize that others enjoy this and will address this as an option in future versions.
Version 1.08 is now available

Known issues:

1.If you are loading a saved game created with a previous version, there may be some anomalous behaviors in tactical battles with direct damage magical spells (we may release an update to address this).
2.Some outlaw adventurers are appearing as if they are recruitable, this is a UI issue that will be addresed in the next update.

Particle Effects no longer render if the "Disable Particle Effects" option is on

Outlines now LOD-out as you zoom out

Added option "Disable Outlines" to the options screen to turn off rendering outlines (Might help lower-end machines, and some people prefer no outlines)

Commented out unnecessary debug messages

~ Bug Fixes ~

Fixed Various Memory Leaks

Fixed the issue that was causing the unimproved tile designs for elemental shards to stick around after a shard-harvesting improvement was built on top of them.

fixed a bug where if you have the option on where when entering/leaving city build mode, the camera switches between overhead and default view, you could get stuck in overhead view (and forced to manually move the camera back) if you pressed the city build mode button, while already in city build mode

fixed display issue where units with long names overfilled the name area on the level up wnd.

fixed display issue on battle init wnd, if defense or attack was negative then it showed up as a huge number. Beserker ring gives a -3 to defense, which could give you negative overall defense. Same might be true of attack if in the future we have some strange item that decreases your attack.

Fixed bug where units in tile designs (like horses, wargs, etc) would not fade out when the tile is under fog of war

Fixed "jumping units" when starting new game from within a game (or loading a game within a game)

Other fixes regarding battle initition window, creating mountains in map editor, first contact status not being set to relation unknown

Fixed a bug where improvements that were flagged as once-per-city were able to be placed twice.

Fixed Advanced Tracking techs (in both tech trees) to change the player ability that is hooked up to affect movement

Fixed broken productionreq tag on vengeance coating

References to Ice shards changed to Water for consistency

Sprint duration adjusted to 2

Lowered HP for fallen peasant

Fixed up resource hoard description text

Various food resources now provide different amounts as indicated by old description text

Improved output of Temple of Essence

Improved output of Tower of Titans, Tower of Souls

Fixed construction resource cost for curgen's exchange

Resource hoard costs now mirror kingdoms resource costs

Fixed up description text for construction yard

Great Theatre no longer provides +100% Gildar, only +100% Prestige

AI: Added code to send sovereign back to his capital city if he has no destination after the early phase of the game

Fixes for various terrain types not responding to RaiseLand spell

Resource hoards no longer deduct from the buildable tiles of a city (the 'bananna cities' from the forums)

~ Battles ~

Changed the calculation for battle damage to take multiple troops into better account (with each unit getting an individual attack roll).

Every time panic is caused, the combat text for the panic will be shown.

Fixed a problem where misses and non-damage spells would cause an on hit animation to be played in tactical battles.

Fixed a possible bug where units would no longer update their troop counts after reaching a single troop left.

When selecting the spell book in tactical battles the cursor should now reset to the arrow.

When clicking on a unit's hiergemenon entry in tactical battles the cursor should now reset to the arrow.

Turned on bounding box picking for tactical battles to improve the feel of unit selection.

Selecting units should now be turned back on while other units are animating in tactical battles.

Fixed a bug where unit tooltips in tactical battles would draw over tooltips for items and spells.

Added some checks to the battle init window to stop the window from showing when defenders or attackers were null. Also added logic to clear waiting flags in this case.

~ UI ~

Adopted the unit vitals context for a Details tab to show when a wild improvement is selected on the main map, to give more meaningful and easier to read information

If the improvement is under construction, it says so and uses the level slider to show the progress towards completion and the turns left

If the improvement is done, it shows what that improvement is producing and has an entry to get further information about the improvement by opening up the lorebook

Also, it shows which city an improvement is linked to, or "Not linked" if it isn't. If it is linked, the tooltip explains that this city is contributing production bonuses to the resource production of that improvement. If the improvement is not linked, the tooltip says how many tiles the nearest city needs to be closer to link with that city, explaining that it will be able to get city production bonuses if it does link

Fixed bug where double-clicking on a spell you couldn't cast from the spellbook popup would queue a bunch of "Can't cast tactical spell" message boxes to appear over and over, now just plays a little failure sound if something that can't be cast is double-clicked

Fixed a typo in a campaign dialog

When you build an improvement on a resource, the map notifier for it is removed

Fixed typo "completly restored" to "completely restored"

Fixed some places where the display of per-turn gold production lagged behind changes to it, gets rid of some income discrepancies between some screens when loading a game, adding/cancelling a treaty, etc.

~Known Issues ~

Tactical Battles: Stuck turn if you use space bar or click "Pass Turn" button while selected unit is moving. Clicking auto-resolve will end the battle if the turn is stuck.

Occasional instances of damage indicators not appearing over units.

Version 1.06.19 Hotfix

We've released a 1.06 hotfix - despite our intentions were to have 1.06 be more supportive of 1.05 saved games, things didn't work as planned and we were seeing a lot of oddities throughout the forums.

The hotfix will force the player to start with the new data, ensuring validity of key components (read: less crashy).

Trade Equipment Wnd tweaks so that summoned creatures show up in the scene views better.

Hooked up new entries for the actions list, vitals list, and other basic image entries in main game wnd contexts to act more like buttons (highlight and have a click down state) to indicate that they are clickable

Bug Fixes

Fixed the infamous "white screen" in tactical battles that occurred on a very specific hardware/driver/OS configuration.

Fixed a problem that would cause the particle effects to disappear after alt-tabbing out of the game when running in full-screen.

Fixed bug where linked pioneer improvements were getting the multiplier bonuses from their linked cities twice

Changed around the values grabbed for some resource breakdowns so that they match getting rid of this double bonus

You can no longer build pioneer improvements on resources outside of your ZOC, even if they are adjacent to a city, to prevent them from getting destroyed if they can't get absorbed in time

Adjacent pioneer improvements to cities now get absorbed into the city the very next turn, instead of 2 turns after they became adjacent

Fixed bug where custom empire factions designed in the faction designer wouldn't have a valid tech tree

Custom factions now get the appropriate wall set, and change their name to "Kingdom of" or "Empire of" appropriately

Fixed a bug in the faction designer that caused the race spinner to not match the actual race being displayed

Shortened the text in the caravan info cards to make it less likely that text entries will overflow to the next line down, and got rid of some old text that doesn't mean anything to how caravans work anymore, and got rid of some hardcoded strings, and moved the hardcoded quote to the different caravan/trader unit types

CMapGenerator no longer generates race starting position for tactical battles, since they aren’t used in that mode and were causing debug messages to flood output as the random land tile buffer isn’t getting filled after the first tactical battle map is created.

Campaign: Fixed oddity where reloading a save would reblock the pass between New pariden and Gilden.

Version 1.05.016

We finally found and killed a battle engine related crash that we think was the cause of virtually all end of turn related crashes.

Archers and units with special abilities can perform actions as long as they have action points available. This will likely be altered in a future update but there is the issue of some equipment lowering the combat speed of units enough to where they wouldn't be able to use their weapon.

We increased the default combat speed from 1 to 2. This has had a positive impact on tactical battles.

Fixed a couple of misleading tooltips.

We have temporarily disabled the empire faction portion of the Faction creation mod tool since it was creating Imperial factions with invalid tech trees.

Fixed issue that would prevent people from completing the Old Enchanter quest (a.k.a. the midnight stone quest); it wasn’t checking the items of the unit that reached the quest destination, rather those of the unit that started the quest, which could be a different unit.

Random quest locations should no longer spawn on hills.

Snathi now has a new, non-Drake leader

~ AI ~

AI manages ships better

AI Sovereign’s spouse will seek the safety of a friendly settlement rather than travel with their spouse

AI more effective in establishing strong armies prior to going on the offensive

AI better at determining whether it is in their best interests to declare war

AI will notify player of tiles they should be using and how to use them.

Janusk provides a lot more useful information

AI difficulty levels tweaked for more challenge at higher levels

AI tweaks to XML

~ Battles ~

Added "Auto-Move Camera in Tactical" which is OFF by default

Clarified some language for the hurl boulder spells (that it does non-defendable damage).

Auto resolve draws will now favor the defender.

Added message boxes to tactical battles when action points are too low to do some action.

Added the ability to bring message boxes up as forced popups (always on top).

Added checks in auto resolve to be sure a unit can counter attack and its target can be counter attacked.

Added more robust checks to see if tactical actions can be done.

The tactical action check will now return a string if the action cannot be done.

Casting a spell will now properly check action points for special abilities and ranged attacks.

Moved the logic to refresh troop numbers to happen when a unit's health changes.

Updating troop numbers should now be a bit more logical.

A unit's max health is now properly based on the maximum amount of troops they have (not their current troop number).

In tactical battles units that have no spell can no longer open the spellbook.

Fixed a few temporary cursors in tactical battles.

Added sound effects to all the spells that were using FlameBurst1 (which doesn't exist)

Added the IsSpecialAbility tag to SpellDefs. Enabling this makes the spell cost 1 ap instead of 2 ap to use

Updated all the core ability spell defs with the IsSpecialAbility tag.

unit context: removed equip icon on medallion (redundant…button directly to the right had same functionality)

Map Notifications now display HUD icons on the map, event icons on the side, and when you click the event list icon it’ll take the player to the event they need to see

~ Engine ~

LOD levels on main map are now back to what they used to be for better performance

New shard effects, both dormant and tapped, that over 1/2 as intensive as their older versions (the joys of beam particles over billboard particles)

~ Impulse Overlay ~

Support for swedish, finnish, icelandic and spanish keyboards which have the @ symbol on an alt-gr modifier key. It is also now possible to enter some more unusual symbols too!

Wheel scrolling in friends list.

~ Bug Fixes ~

Fixed issue that was preventing quests from placing locations with their preferred type (CQuestDef wasn’t saving the preferred type, so when the data zip was loaded, it would be null).

Fixed some crashes on load from if a unit type was retired while a unit of that type was in a training queue, since the unit type would be removed from the global vector but some things would still be looking for it on load. Now the function to remove a retired unit type checks the training queues of all the cities, too, and when the AI retires a unit type, it removes it from its list of designs.

I think this also fixes some crashes on load from the testers downstairs, where I would see units looking for AI designed unit types that weren't in the unit type list anymore, as well as the loading in of the AI designed unit type vector, but I'm just making an educated guess based on the fact that the AI automatically retires unit types it designs itself. This does fix a reproducible crash related to training units at least, though.

Campaign: AI cities named correctly to match lore

Lost Library and Ancient Temple now using proper cloth icons for their built versions (lost library used to like ancient temple)

Fixed bug where using a soverign for a race not their own (ex. Relias with Capitar) then playing against the race you would have led (Altar, in this example) the random sovereign would retain your name (2 relias’ talking to each other)

Fixed a bug that would cause the goodie hut graphics not to be removed when they were no longer relevant.

Fixed minimap bug where unhiding and dragging the minimap without first resizing it would cause the map part to get offset from the rest of the minimap window, leaving it blank

Fixed bug on loading a game or starting a new game within a game where clicking on a city would leave its resource tab blank until it was clicked on again

Improved performance of units joining into an army

Hooked up the draggable window showing the list of players who have requested a new turn or not in multiplayer, automatically shows up in multiplayer but does not get filled or ever unhide in single player [NOTE: Multiplayer servers will NOT be enabled until AFTER day 0]

Fixed crash related to very very fast machines loading up data.zip before initialization causing data to not be fully enabled which would result in a crash when the object in question was accessed.

Ice Bolt spell removed

New spell: Stab of Ice, short range spell, causes enemy to lose turn in addition to damage.

Sion Unit given special abilities and rebalanced

Version 1.00

Initial release. Made available through digital download on 8/22/2010 to people who pre-ordered. Made available retail on 8/24/2010.